He is 63 years old, and often appears as 5'11 caucasian male with a scruffy greying "mutton chops" style beard , tired grey eyes and a cigarette firmly lodged in his mouth at most times, wearing a cream trenchcoat and a wide brimmed hat with heavy boots.
Harry Davis lives in The Illumination, a world where videos of the supernatural go viral every day.
His journal, H.D., has 3 entries.
1 Information gathering
Conditions are GM-assigned status effects.
Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and Playgroup leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained. For example, lycanthropy may be contagious in one Playgroup, but not another.
Circumstances describe your Contractor's situation in various Playgroups.
Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.
Harry pulls out a cigarette, lights up and closes his eyes.
Taking drag after drag he lets his mind wonder, focusing it on the endless possibilities of what could have been, all of his regret and guilt washing over him, enveloping him as he fiddles with his old wedding ring.
As if mimicking this feeling the smoke Harry puffs out lingers around him, only to start enveloping him, covering his every prominent feature until he can no longer be seen behind the vale of smoke.
Soon after someone or something else steps out from the smoke cloud, carrying the same tired regret filled gaze as Harry, stinking of cigarette smoke.
Exert your mind and spend 1 Minute applying a disguise. You may alter your physical appearance, not including clothes, to one that has a similar sex, weight, age, race, and height. Lasts one hour or until you choose to end the effect.
A disguise cannot affect your Attributes or other stats.
Do ya punk
Passive, always in effect. Attacks with firearms will do +0 more damage. The target's Armor is Reduced to 1/2, rounded up.
Harry hasn't survived in his line of work for nearly 30 years for no reason - he has one rule and one rule only that he follows with almost religious fanaticism from the moment he opens his eyes in the morning up to the moment he passes out on his bed piss drunk with a bottle of cheap off brand liquor tightly clutched in his hand : always stay vigilant no matter the situation.
After all no matter what kind of unspeakable twisted mangled horror you're facing, the person standing right next to you might be just as bad, if not worse.
This constant vigilance, bordering on paranoia has saved his skin more than once, and is the sole reason he's not pushing daisies quite yet.
Passive, always in effect. Your Perception rating is increased by [[perception-bonus]]. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (cannot be used on combat rolls or Power activations).
A given Contractor may have a maximum of one Mythic attribute. This Power can only be taken by Contractors who have purchased the fifth level of Perception.
The old man takes a drag from his cigarette and after exhaling vanishes in a thick cloud of smoke.
Spend an Action and Exert your Mind to jump to a Location within a maximum of 50 feet distance, 10 feet vertical.
Landing on horizontal surfaces is easy, but if the landing is precarious, you’ll need to make a Dexterity + Athletics roll to land/grab on safely. You can land safely when falling from twice your vertical height. After that amount, you take damage as normal.
If you are Encumbered, your range is halved. If you are too encumbered to walk, you cannot use this Ability.
After completing his most recent job Harry stuck around for a while, chatting with the harbinger.
He had a request - an item that could get his friend out of peril, a device capable of destroying other objects, and leaving nothing behind.
Without skipping a beat the harbinger produced a small silver ring with deep and beautiful patterned engravings carefully carved into its sides.
Exert your Mind, target a Non-Sapient Object no larger than a duffel bag (35 liters) within Arm's Reach, and roll Perception + Investigation6 as a Committed Action. If your Outcome is 4 or higher, the object is completely destroyed, preventing it from functioning, though it may still be repaired. An outcome below 4 partially damages the object, imposing a dice penalty equal to your Outcome on any attempts to use it. Outcomes from disabling something more than once stack. Difficulty
Track your current equipment here. You may start with anything your Contractor would reasonably have access to.
Artifacts are GM-created objects and equipment.
Examples of Artifacts include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Power system. Artifacts are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained.
From Oregon Portland Moved to California with a shed in Barstow Moved to Massachusetts Crazy blood magic shit
Yet another cold, lonely night wraps its spindly frozen fingers possessivley around the streets of Portland in a vain attempt to sedate them to the chaotic if perhaps meditative melody of countless tiny droplets crashing against the rough paved streets underfoot.
The city doesn't slumber however, the dirty yellow light of the flickering street lamps and the soft glow of pink and purple neon signs reveal shady figures slinking in and out of dark alleys that seem to stretch out into a dark nothingness and beyond while others go about ther business seemingly unperturbed by the perpetual rainfall outside.
Above the street level, faintly backlit by a cold artificial light is a silhouette of a man, his posture slouched, his left hand wrapped around a stainless steel flask, idly moving back and forth causing the liquid within to lightly splash quietly, barely audible over the tapping of rain and the sound of whaling police sirens off in the distance, while his right hand is lazily jutting something down in a small leather bound journal.
The air smells strongly of petrichor mixed with an incessant smell of cigarette smoke.
The streetlamps and neon signs spill just enough light onto the pages of the journal laying in the mans lap to make it readable -
Trench coat thief - a naive spear wielding child who thinks himself a hero, the same one who stole my coat a couple months back... though it was covered in blood and shit at that point anyway.
Middle school dropout - a white haired child with a concerning obsession with bags and a propensity for begging... and blazers.
Metal slug - more of a snake actually, with anger management issues.
Sword guy...? - some arab guy with an oversized sword and an apparent aversion to speaking.
A heavy sigh rips through the night and a tough gravely voice proceeds to mumble in a disappointed tone bordering on shame
"...Losing to a fucking child..."
the sentence lingers in the air for a second before the man raises the flask to his mouth and takes a swig before speaking again
"Way to go Harry..."
The light behind the mans back flickers out, blending his silhouette into the surrounding darkness.
7 Victories - 1 Losses
Remaining: 0 Exp. (Earned: 223 - Spent: 223)
Excellent at his job
Picked the right man for the job!